Author Archives: nannyGOAT

Next Meeting – 22nd September 2015

Our next meeting will be on Tuesday 22nd September, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Notre Dame, which is a slightly older Euro-game, where players juggle the two main resources, influence and money, in an effort to translate them into victory points.  While working to score points players have to carefully manage the threat posed by the rat population and avoid the potentially crippling plague.

Notre Dame
– Image used with permission of BGG reviewer EndersGame

And speaking of the plague…

Jeff had been ill for a couple of days, so, convinced he was dying he went to the doctor.  The doctor ran a whole battery of tests and then him down and said, “I’m afraid you have bubonic plague.”

Jeff was shocked, but after a moment or two, he hopefully asked, “Doctor, can you do something?”

The doctor answered, “Well, you’ll have to stay in the hospital… and we’ll put you on a special diet of flounder, pizza, and pancakes.”

Jeff thought that didn’t sound so awful, but he was curious, “How is that diet going to cure me?”

The doctor replied, “Well, it isn’t, but those are the only foods we can slide under the door!”

8th September 2015

We were late starting and, since we were expecting more, we decided to split into two groups and play something quick and light to start.  By coincidence, both groups began with cooperative card games.  Green, Grey and Cerise started with Hanabi – winner of the Spiel des Jahres a few years ago.  At the time we played it quite a bit, but Grey and Cerise had never been involved.  The idea of the game is very simple:  collectively, the players have to lay five cards in each of five colour-suits in numerical order.  The catch is that players are unable to see their own cards and instead turn their hand round so everyone else can see it.  As a group they then have to use deduction to work out which cards to play and in what order.

Hanabi
– Image used with permission of BGG reviewer EndersGame

On their turn, a player can do one of three things, play a card, give a clue or discard a card.  The number of clues is finite, though discarding cards buys extras.  When a card is played, the player doesn’t have to know what it is they are playing, so long as it can be added to one of the suits.  If it can’t, the group lose one of their three lives.  We have never been able to successfully complete the challenge of laying all twenty-five cards, so the group score is the sum of the highest card placed in each suit, or current maximum being twenty.   As a group we gelled well and through judicious use of efficient clues we were able to get lay all five cards for three colours and three cards for the other two.  This gave a total score of twenty-one, a new club record – definitely deserving of a “Very good! The audience is enthusiastic!”.

Hanabi
– Image used with permission of BGG contributor bovbossi

Meanwhile, Red, Blue, Cyan and Burgundy were playing the altogether less stressful, but equally puzzling, strangely eponymous, The Game.  Similarly, everyone has a hand of cards and they have to be played in numerical order, but in this case every card as to be played on one of four piles, two ascending and two descending.  There are two additional rules:  Players can say anything they want so long as they don’t give specific number information, and if they have a card exactly ten more or less than the top card of the pile they are playing it on, they can ignore the ascending/descending rule.  On their turn, players must play at least two cards before replenishing their hand, but can play as many as they want.

The Game
– Image used with permission of BGG contributor henk.rolleman

This was nominated for Spiel des Jahres this year and we’ve played it a few times since then.  Our best result was in a two player game a couple of months ago, when we had one solitary remaining card, however, we felt at the time that it might have been slightly easier with just two as you can plan better.  This time, it seemed were were doomed from the start with first Red, then Blue having nothing but really, really low cards and no-where to play them.  We managed to survive that though, and with a couple of really effective uses of the “Backwards Rule”, we managed to exhaust the draw deck.  Blue checked out first, quickly followed by Cyan and Burgundy leaving Red to play her last few cards and close out our first victory.  Next time we will have to play with one less card in hand…

The Game
– Image used with permission of BGG contributor joeincolorado

The games finished pretty much simultaneously and then a great debate began as to what to play next and how to split the group given that there were people who didn’t want to stay late.  Green proposed Eketorp, but this is one of Blue’s least favourite games, so she was looking for an alternative when Grey asked whether we had anything that would play everyone.  Blue mentioned Bohnanza, but although Red’s eyes lit up and Cerise looked interested, this time Green was not keen.  Grey wanted to play something with “fighting” and eventually, Green and Grey got fed up with the discussion and decided to play a head-to-head game of Carcassonne.

Carcassonne
– Image by BGG contributor ldaponte

Carcassonne is probably one of the best known of the modern, Euro-games, and is often considered to be “nice” – this is not true when it is played with just two however.  The idea of the game is that players take it in turns to draw and place tiles on an ever-growing map.  They can then add a meeple to any features on that tile before scoring any features that have been completed as a result of placing it.  Players have a finite number of meeples and, with two players, muscling in on someone else’s city is just as effective as building one yourself, making it very definitely, “nasty”.  And so it proved.  Playing with the first expansion, Inns & Cathedrals, Grey started with a few meeples on roads while Green placed a couple of early farmers. Green then took an early lead by completing a city with a cathedral, but then seemed to stutter. Grey continued to plug away eventually catching and passing Green nearly lapping him.  Green was hoping to reap the rewards of the early farmers, but with his last two tiles Grey placed a cheeky farmer and then joined it to the big field.  This cancelled out the huge farm bonus and put the game beyond doubt by sharing Green’s massive thirty-three point farm, finishing forty-one points ahead.

Carcassonne
– Image by BGG contributor Hayzuss

On the other table, discussion had finally ceased an everyone had settled down to one of our current favourite filler games, 6 Nimmt!, another “laying cards in the right order” game.  Somehow, this is a really confusing game, but it is this feeling that you sometimes have control but not being sure why that makes it so compelling.  The game is played with a deck of cards numbered from two to one hundred and four, each of which features a number of “Bulls Heads” (mostly just one, but some have as many as seven).  The idea is that everyone then simultaneously chooses and reveals a card from their hand.  Then, starting with the player who played the lowest card, players add their cards to the four rows on the table.

6 Nimmt
– Image used with permission of BGG contributor punkin312

Each card must be added to the row which has the highest card that is lower than the one to be played, i.e. if rows end with ten, twenty, thirty and forty, then card thirty-five should be added to the row containing number thirty.  If the card played would be the sixth card in that row, then the player “wins” all the cards and the played card becomes the first card in the new row.  The winner is the player with the fewest “Bulls Heads” or “Nimmts” at the end of the game.  We generally play the game in two rounds with half the cards dealt out at the start of the first round and the rest for the second.

6 Nimmt
– Image used with permission of BGG contributor punkin312

With two players new to the game, chaos was inevitable, however, it was Blue who ended most out of synch, collecting twenty-four Nimmts in the first round, and Burgundy who managed to keep it together and escape without picking up a single card.  Roles were reversed in the second round with Blue winning with just six Nimmts while Burgundy picked up thirty-two!  Overall though, it was consistency that won through for Red who finished with a total of nineteen, five ahead of Cyan in second place.

Coloretto
– Image used with permission of BGG contributor punkin312

Carcassonne was still going on the next table, so Cerise mugged Grey for the house keys and headed off with Red and Cyan, leaving Burgundy and Blue to play a quick game of Coloretto.  This push-your-luck set-collecting game has had a few outings recently, and although three or four are much better numbers, we feel it plays surprisingly well with just two.  The idea is very simple, either you draw a coloured chameleon card and add it to a truck, or take a truck.  Players score positively for three sets and negatively for the rest, so the idea is to try to load trucks with coloured cards you want.  This time Blue started badly and from there it just got worse, finishing with Burgundy giving her a comprehensive thrashing, winning by more than twenty points.

Port Royal
– Image used with permission of BGG contributor jsper

Carcassonne and Coloretto finished together and Burgundy, Green and Blue decided there was time to give Port Royal another go.  We played it about a month ago, when it took a surprisingly long time for a quick filler, everyone said they’d like to try it again, and Green worked out a strategy based on Expedition cards that he was keen to try.  In summary, the game is played in turns with the active player turning over cards.  They can keep turning over cards until either they choose to stop or they draw a second ship card that they cannot repel.  Assuming they choose to stop, they can then take a ship card or buy a character card before the remaining cards are offered round the table with players paying the active player one doubloon if they choose to buy/take a card.

Port Royal
– Image used with permission of BGG contributor punkin312

Last time we had found some issues with the rules which we had not really been able to resolve.  The question was, since the Admiral allows a player to take two cards, does that mean they apply the Jester/Governor special powers twice?  On reflection, after the last game we had felt that the way we played (by a strict reading of the rules) was incorrect as it meant the combination was exceptionally powerful.  So for our second try we didn’t allow this and subsequent checking online appears to suggest that we played the way the designer intended this time.

Port Royal
– Image used with permission of BGG contributor punkin312

Another question we’d had was, could a player repel a card if it was the first of a colour to be drawn, or is it only the second card that can be repelled?  Strict reading of the rules appeared to allow this, so this time we played this way.  Blue was the main beneficiary of this rules “change”, as she quickly added not one, but two Admiral cards to her earlier Sailor.  The ability to repel cards before it was essential makes it much more likely that a player is going to be able to draw five cards without going bust.  Since this gave Blue four doubloons every time, it meant she was never short of cash to buy the high value cards. Meanwhile, Green struggled to get his strategy to work with three (partly due to the lack of Expeditions) and Burgundy, who had wiped the floor with everyone else last time round, couldn’t get the cards he needed to get going quickly (not helped by the fact that he initially didn’t use the full power of his Jester).

Port Royal
– Image used with permission of BGG contributor punkin312

This time with just three it was a much, much quicker game and it played quite differently.  In the first couple of hands almost all the tax cards came out giving everyone extra money and it wasn’t until near the end that any of the mission cards were drawn.  It quickly seemed like Blue had the game in the bag although in the event, it wasn’t quite that cut and dried.  Blue brought the game to an end, but Green and Burgundy couldn’t quite get the cards they needed.  The game finished with Blue winning by five points and Burgundy taking second place on a tie-break.

Port Royal
– Image used with permission of BGG contributor msaari

Since Port Royal had played so quickly, we decided to give Zooloretto: The Dice Game a quick go.  This is a game that we’ve got out a couple of times, but then decided not to play because other people have arrived.  It was a while since we’d actually played it so we had to have a quick read through of the rules.  Each player rolls two dice, and like Coloretto or Zooloretto, they then place these on the trucks.  Alternatively, players can take a truck and tick off animals on their score sheet.  Bonuses are awarded for being the first player to complete an animal collection, but if the maximum is exceeded, then players lose points.  The game ends when one player has completed four of their animal collections and have only one space left in the last enclosure.

Zooloretto: The Dice Game
– Image used with permission of BGG contributor kilroy_locke

Burgundy started off well, with Blue and Green struggling to get any really helpful dice.  Burgundy both completed most sets first and also brought the game to a close, so the writing was on the wall:  he finished six points clear.  It was only when we were scoring, however, that we realised that Green hadn’t quite understood – he’d been going for lions assuming the bonus was lots more as you needed more of them to get the set.  Oops; blame the person explaining the rules…

Zooloretto: The Dice Game
– Image used with permission of BGG contributor henk.rolleman

Learning Outcome:  We like deep games, but little games can be a lot of fun too.

Boardgames in the News: Are Games a Good Investment? Part II…

We recently discussed the high price some boardgames fetch on the second hand market and some of the factors that influence this, including availability, popularity and likely-hood of a reprint.  It seems this topic has also been occupying the folks at Geek and Sundry, since they have put together a list of their top Ten Rare Board Games to Snap Up the Second You Can.  Their list doesn’t feature any of the games we mentioned, largely because we are primarily interested in Euro games and their list is much more wide-ranging.  Nevertheless, it is well worth a look and, given the prices some of these command, finding one would be nice too!

War of the Ring Collector's Edition
– Image by BGG contributor Tanakor

Boardgames in the News: What are the Best KickStarter Games?

The Dice Tower trio of Tom Vasel, Sam Healey, and Zee Garcia recently released their list of top ten KickStarter games.  During the podcast, the three reviewers discuss their personal lists excluding those from Eagle & Griphon Games and Queen.  Their lists include:

  1. Viticulture, Blood Rage & Arcadia Quest
  2. Among the Stars, Alien Frontiers & Blood Rage
  3. Viticulture, Viceroy & Run Fight or Die
  4. Artifacts Inc., Xia: Legends of a Drift System & The Ancient World
  5. Kings of Israel, Evolution & Alien Frontiers
  6. Viceroy, The Manhatten Project & Dead Men Tell No Tales
  7. Alien Frontiers, Catacombs & Freedom: The Underground Railroad
  8. Freedom: The Underground Railroad, The Ancient World & Police Precinct
  9. Stockpile, VivaJava: The Coffee Game: The Dice Game & Xenoshyft: Onslaught
  10. Star Realms, Paperback & The Manhatten Project

The nature of the production and the risk associated with backing crowd-funding projects inevitably means that these are relatively unknown games.  Indeed, only one of them has been played on a Tuesday at boardGOATS, because in many cases nobody owns a copy and they are not so easy to obtain.

Walk the Plank!
– Image by boardGOATS

It’s not that we are averse to KickStarter games, it is just that the risk a game will have problems is much higher.  Sadly, KickStarter games often have poor rules and/or turn out to be a little rough round the edges and it is not always possible to tell from the project description. For example, Formula E looked like it would be a great racing game in the mold of Ave Caeser.  Unfortunately, although we’ve had fun with it, it has massive gaps in the rules and consequently has not had as many outings as it otherwise might have had.  On the other hand, Walk the Plank! has turned out to be one of the group’s all time favourite, silly-filler games and has more than justified the initial outlay.

Boardgames in the News: Twenty Awesome Games according to The Guardian

The Guardian boardgame section has produced a number of interesting articles over the last few months, including one about a French Scrabble champion who doesn’t speak French; an article discussing the impact of political boardgames, and a review of the cooperative war game, 7 Days of Westerplatte, where players take on roles of Polish defenders trying to save their city from attack in September 1939.

7 Days of Westerplatte
– Image used with permission of BGG contributor henk.rolleman

Their latest article is entitled, “20 Awesome Board Games You May Never Have Heard Of” and as well as the inevitable usual suspects, there are indeed a number of even less widely known games.  Popular franchise games are included like spin-offs from A Game of Thrones and Firefly to catch the eye of the general public, but these have a good reputation amongst gamers too.  Twilight Struggle also makes its second newsworthy appearance in a month, as well as the slightly less well known gateway games, Dominion and 7 Wonders.

Twilight Struggle
– Image used with permission of BGG contributor killy9999

More interesting are some of the other inclusions.  For example, Survive: Escape from Atlantis! is an excellent game that is very easy to teach, but has a nasty edge, with players trying to save their meeples while encouraging monsters to attack everyone else’s.  Although it is a great game to play with teenagers and students, for some reason it very rarely makes this sort of list.  Similarly, newer games like the 2014 Pandemic spin-off, Pandemic: Contagion and this years’s Spiel des Jahres winner, Colt Express also get a mention.

Colt Express
– Image used with permission of BGG contributor punkin312

It’s not all light family fare either and games like the well regarded semi-cooperative game, Dead of Winter, make an appearance as well as older “Geek Fayre” like Netrunner and Civilisation.  Perhaps the biggest surprises though are Antiquity and Euphoria: Build a Better Dystopia.  These are both much more obscure games:  Antiquity is produced in very small numbers by Splotter (and is currently out of print), and Euphoria is the product of a very successful KickStarter campaign by Stonemaier Games.  The inclusion of games off the beaten track, shows that the Guardian boardgames coverage is from people who know their subject matter much better than those at the Telegraph!  As such, these Guardian articles are always well worth a look and it will be interesting to see what comes of their quest to find the worst games people have played.

Dead of Winter: A Crossroads Game
– Image used with permission of BGG contributor mikehulsebus

Boardgames in the News: Twenty Awesome Games according to The Guardian

The Guardian boardgame section has produced a number of interesting articles over the last few months, including one about a French Scrabble champion who doesn’t speak French; an article discussing the impact of political boardgames, and a review of the cooperative war game, 7 Days of Westerplatte, where players take on roles of Polish defenders trying to save their city from attack in September 1939.

7 Days of Westerplatte
– Image used with permission of BGG contributor henk.rolleman

Their latest article is entitled, “20 Awesome Board Games You May Never Have Heard Of” and as well as the inevitable usual suspects, there are indeed a number of even less widely known games.  Popular franchise games are included like spin-offs from A Game of Thrones and Firefly to catch the eye of the general public, but these have a good reputation amongst gamers too.  Twilight Struggle also makes its second newsworthy appearance in a month, as well as the slightly less well known gateway games, Dominion and 7 Wonders.

Twilight Struggle
– Image used with permission of BGG contributor killy9999

More interesting are some of the other inclusions.  For example, Survive: Escape from Atlantis! is an excellent game that is very easy to teach, but has a nasty edge, with players trying to save their meeples while encouraging monsters to attack everyone else’s.  Although it is a great game to play with teenagers and students, for some reason it very rarely makes this sort of list.  Similarly, newer games like the 2014 Pandemic spin-off, Pandemic: Contagion and this years’s Spiel des Jahres winner, Colt Express also get a mention.

Colt Express
– Image used with permission of BGG contributor punkin312

It’s not all light family fare either and games like the well regarded semi-cooperative game, Dead of Winter, make an appearance as well as older “Geek Fayre” like Netrunner and Civilisation.  Perhaps the biggest surprises though are Antiquity and Euphoria: Build a Better Dystopia.  These are both much more obscure games:  Antiquity is produced in very small numbers by Splotter (and is currently out of print), and Euphoria is the product of a very successful KickStarter campaign by Stonemaier Games.  The inclusion of games off the beaten track, shows that the Guardian boardgames coverage is from people who know their subject matter much better than those at the Telegraph!  As such, these Guardian articles are always well worth a look and it will be interesting to see what comes of their quest to find the worst games people have played.

Dead of Winter: A Crossroads Game
– Image used with permission of BGG contributor mikehulsebus

Next Meeting – 8th September 2015

Our next meeting will be on Tuesday 8th September, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Mystery of the Abbey, which is a deduction style boardgame where players take the role of monks in a monastery trying to discover who killed Brother Adelmo.

Mystery of the Abbey
– Image by boardGOATS

And speaking of monks…

A young novice arrived at the monastery and was assigned to help the other monks copying the old canons and laws of the church by hand.  After a while, he noticed that all the monks were copying from copies, rather than from the original manuscript. So, the young diligent novice went to see Abbot Jeffrey to question this and point out that if someone had made even a small error in the first copy, it would never have been picked up. In fact, he added that error would have been continued in all of the other subsequent copies.

Abbot Jeffrey said, “My son, we have been copying from copies for centuries, but you make a very valid point, I will look into it myself.”

So off he went down into the dark caves underneath the monastery where all the original manuscripts were held archived in a locked vault that hadn’t been opened for hundreds of years. Hours went by and nobody saw hide nor hair of the abbot.

The monks got a bit worried, so the young novice went down to look for Abbot Jeffrey and found him banging his head against the wall, wailing, “We missed the ‘R’, we missed the ‘R’…” His forehead was blooded and bruised and he was crying uncontrollably.

The young novice was horrified and asked the abbot, “Whatever’s wrong, father?”

With a choking voice, Abbot Jeffrey replied, “After all these years… the word was ‘Celebrate’!”

Next Meeting – 8th September 2015

Our next meeting will be on Tuesday 8th September, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Mystery of the Abbey, which is a deduction style boardgame where players take the role of monks in a monastery trying to discover who killed Brother Adelmo.

Mystery of the Abbey
– Image by BGG boardGOATS

And speaking of monks…

A young novice arrived at the monastery and was assigned to help the other monks copying the old canons and laws of the church by hand.  After a while, he noticed that all the monks were copying from copies, rather than from the original manuscript. So, the young diligent novice went to see Abbot Jeffrey to question this and point out that if someone had made even a small error in the first copy, it would never have been picked up. In fact, he added that error would have been continued in all of the other subsequent copies.

Abbot Jeffrey said, “My son, we have been copying from copies for centuries, but you make a very valid point, I will look into it myself.”

So off he went down into the dark caves underneath the monastery where all the original manuscripts were held archived in a locked vault that hadn’t been opened for hundreds of years. Hours went by and nobody saw hide nor hair of the abbot.

The monks got a bit worried, so the young novice went down to look for Abbot Jeffrey and found him banging his head against the wall, wailing, “We missed the ‘R’, we missed the ‘R’…” His forehead was blooded and bruised and he was crying uncontrollably.

The young novice was horrified and asked the abbot, “Whatever’s wrong, father?”

With a choking voice, Abbot Jeffrey replied, “After all these years… the word was ‘Celebrate’!”

25th August 2015

It was a very quiet night, so we decided to leave the feature game for another occasion and started with the gorgeously produced Helios instead. This was a new one for all of us, so we had the inevitable long set-up and rules reading – it sounded both complicated and simple.  Players take the role of spiritual Guardians, tasked with forging and evolving the cultures assigned to them by Ahau, the Sun God. During the game, Players will collect resources, explore lands and build temples and other buildings.

Helios
– Image used with permission of BGG contributor punkin312

The power of the sun drives everything in the game as players try to build temples, expand cities, and generally make their civilization flourish.  Players can also harness other realms and use their power and invention to further develop their culture.  Development can only succeed, however, with sufficient raw materials which are limited and become increasingly expensive as players build their temple.  The game’s currency are Glass mana-stones, which can be used to recruit people.  Victory Points are awarded for buildings, the number of recruits, the collected energy (or mana).  Additionally, as the game progresses, the sun moves round the player’s board and bonuses are awarded depending on the way the civilisation has evolved.  The winner is the Guardian that has the most advanced culture after a given number of rounds (i.e. the player with the most Victory Points) and receives full blessing from Ahau.

Helios
– Image used with permission of BGG contributor punkin312

Every part of the game was simple, but how much we had to do and the best order to do them in seemed complicated.  We eventually found it flowed quite well, however, and we found the game easier to follow than we expected.  This did not stop the confusion over what strategies to employ and which actions were best though.  Throughout the game no-one had any inkling as to who had worked it out best and was in the lead.  Purple built many tiles and buildings, while Black eventually went for a small island with temples and thus a fast moving sun to gain the regular rotation points.

Helios
– Image used with permission of BGG contributor duchamp

Burgundy went for a mana strategy from the beginning, giving him the choice of characters.  Inevitably, he took the Treasurer which gave him extra points for remaining mana and resources at the end of the game. meanwhile, Green went for a building strategy as he gained the Architect which gave him extra points for every building and temple. This character alone, netted him twenty-seven points.  This gave a total of one hundred and seven points, just three ahead of Burgundy and six clear of Black.  Everyone was amazed at how close the final results were, and as we put the game away, we decided that we liked it, but had yet to really work out how best to approach it.  We’re all looking forward to an interesting second game.

Helios
– Image used with permission of BGG contributor punkin312

Despite the box claiming it should take less than an hour, we had taken the best part of two hours excluding set-up and rules reading!  So, we decided to play a shorter game next that everyone knew, and chose Splendor.  This is an engine building game that we’ve played quite a bit since last year when it received a Spiel des Jahres nomination.  The idea is very simple – on their turn players can either take chips, or use chips to buy cards from the display drawn from three different decks.  The cards in the display can then be used to help buy other cards and sometimes also yield victory points.  The winner is the player with the most points at the end of the round when one player reaches fourteen.

Splendor
– Image by BGG contributor duchamp

This was an intense game with close scores all the way to the end and amazingly the deck feeding the first row completely exhausted.  In the end, it was a close contest between Black and Burgundy as to who could close out the last few points.  Black just didn’t have enough in his last turn to buy anything, mostly because Green had nabbed the card he wanted.  So Burgundy took the spoils to finish the night.  Just the two games played, but both were close-fought and interesting.

Splendor
– Image used with permission of BGG contributor punkin312

Learning outcome:  Always allow at least two hours for a new game, whatever the box might say!

Boardgames in the News: The Best Games Featuring Maps

The “Brilliant Maps” Blog recently listed what it considered “The 28 Best Map Based Strategy Board Games You’ve Probably Never Played“.  Leaving aside the fact that most dedicated gamers will have played many of them, how valid is this list?  On closer inspection it turns out that the list is really just the top twenty-eight games listed on BoardGameGeek.com (BGG) that happen to have a map for the board.  As such, it makes no subjective judgement on the quality of the map and is simply a list of the best games according to BoardGameGeek that feature a map.

Twilight Struggle
– Image used with permission of BGG contributor killy9999

For example, the game with the highest rating on BoardGameGeek.com is Twilight Struggle which is a Euro/war game hybrid and is therefore played on a map.  The map is not particularly picturesque, however, though for those old enough to remember, its spartan nature is strongly evocative of the Cold War setting.  Is it a great map though?  It certainly captures the theme of the game and perhaps, as such, it is indeed a great map.

Terra Mystica
– Image by BGG contributor Verkisto

Unsurprisingly, many of the games mentioned are war games.  There are a fair number of Euro games too though:  high on the list are Terra Mystica at number two, Brass at four and Power Grid at six.  Number ten on the list is Concordia and eleven is El Grande – a game that is celebrating its twentieth anniversary this year.  Further down are Tigris and Euphrates, Steam, Pandemic, Ticket to Ride: Europe, Carcassonne and finally, just sneaking onto the list, The Settlers of Catan (or Catan as we are now supposed to call it).  All these games indeed include maps of some description, but overwhelmingly, they are also all well-established “classic” games.  Are they the best maps though?

Amerigo
– Image used with permission of BGG contributor Oceluna

There are some stunningly beautiful games that haven’t made the list, for example, Amerigo is played on a beautiful seascape and Lancaster includes a lovely map of the England.  How do we define “map-based game” however?  Clearly, a map is is a two-dimensional play space so that excludes games where the play-area is predominantly linear i.e. “a track”.  But what about games where the map is produced as the game is played?  If Carcassonne is considered a map game, other games where the board is built during the play should also be included, like Saboteur and Takenoko.  What about one of our favourite games at boardGOATS, Keyflower?  In this game, players buy tiles and then use them to build their own personal little village map.  Should this be included too?

Keyflower
– Image by boardGOATS

Ultimately, none of this really matters of course:  a game is a game and it all comes down to how much people enjoy playing it.  One thing is clear though, while a game can be good in spite of the rendering, playing with beautiful components can only enhance the boardgame experience.

Carcassonne
– Image used with permission of BGG contributor Topdecker